Crystal Space
Welcome, Guest. Please login or register.
March 24, 2017, 11:32:16 am

Login with username, password and session length
Search:     Advanced search
8993 Posts in 2044 Topics by 32298 Members
Latest Member: Eleneknwk
* Home Help Search Login Register
  Show Posts
Pages: [1]
1  Crystal Space Development / General Crystal Space Discussion / Re: CS vs Ogre3D, NebulaDevice on: January 29, 2006, 08:28:03 am
The downside of so many choices - which is the best to use in a particular situation?

Unfortunately, I think, given the lack of reviews, and unless there's time and resource to explore the engines over a couple years, the choice comes down to a coin toss and running with it...
2  Crystal Space Development / General Crystal Space Discussion / Re: Feasibility of changeable terrain on: January 29, 2006, 08:21:41 am
Probably the easiest would be a simple 2dimensional texture, which appears like a ditch, to be placed - a few things could be done to add illusion of depth, but in the context of a 3d engine, this approach is unlikely to be very satisfactory.

But I suspect you might rather be looking for deformable terrain...
3  Crystal Space Project Development / Development Discussion / Re: Environtal Systems - as in Rain/Wind/Water and their impact on: January 28, 2006, 06:07:46 am
Looking at a most realistic extreme - of simulating the complete flexibility of a branch and leaf - would seem to be  inappropriate to a realistic discussion in relation to a home PC.

But what about abstracting the 'system' to varying degrees - such as to treat the tree like a multisegmented/boned model - perhaps like a human model - and simulating and visualising flexibility only at a limited number of joints. Perhaps a tree is simulated with a joint between each of it's leaves and at various points along it's branches and trunk, or even that leaves as separate entities are abstracted entirely.

Imagine a single tree with 3 joints up it's trunk, 5 main branches each with a joint to the trunk, and each of those main branches with 5 of their own attached subsidiaries. But at this point no more - a total of 28 joints. Or even less at, for argument's sake, 7 in total.

Consider that in relation to a 'forest scene' with a kind of LOD also - where up to 10 trees only would be simulated to the above detail.

Ultimately, the system[/u] in place with a scalable degree of detail...
4  Crystal Space Project Development / Development Discussion / Environtal Systems - as in Rain/Wind/Water and their impact on: January 27, 2006, 06:52:06 am
I'm a non-programmer - having programmed a couple decades ago on BASIC only Wink

I hoped for some input which might be moderated between language appropriate to a programming newb and technical use which really communicates the ideas.

In part I hope for answers only to impact on my interest, but also that others - presumably of a more technical ability - might discuss and explore this idea as approproate and to their own.

The scenario is this:

An in game environmental system simulating wind and it's affect on such as flora and aqua - as in blowing leaves/trees, rain flurry, and water surfaces.

[/u]Some assumptions:[/u]

I think, this would most simply/easily be effected through something like a global switch - as in "storm=yes/no" the condition of which changes an object's animation appropriately - storm=no=normal tree animation/storm=yes=storm tree animation.

The negative impact of such a system is the utter lack of realistic behaviour in the reaction of such as a tree's movement to wind.

Like many things we/humans are able to distinguish 'unrealistic' behaviour from 'realistic' more often at a subconcious level - many times cinema CGI effects are discerned not because they are glaringly obvious, but because a suble 'tell' which we would recognise - such as in real natural phenomena - is lacking.

The questions - at length:

Imagining, however appropriate, some system whereby wind is modelled much like a physical object - and exerts appropriate pressure on the environment and visual change. A system simulating the nature of wind to gust, and eddie, and to, perhaps, subtly deform the visual cues of the game - such as flora/fauna bending in a steady wind, or suddenly impacted by a powerful gust. In addition, the impact likewise on liquid systems - to dynamically blow spray, cause waves and ripples.

Do such systems exist?
Is such a system feasible - and how so?
How would you see something like this being programmed?
How about putting this into place in Crystal Space?

Thoughts, explorations, anti-aircraft fire very much appreciated Smiley
Pages: [1]
Powered by MySQL Powered by PHP Powered by SMF 1.1.2 | SMF © 2006-2007, Simple Machines LLC Valid XHTML 1.0! Valid CSS!
Page created in 4.109 seconds with 17 queries.